Having flown with and against it for most of the day, I figured I'd put in my two cents as a pilot as far as which ships it seems to work well against.
Works well: Anything with both low mass and large surface areas. The longer or wider the ship, the easier it is to apply torque with the gun by hitting further out from the center. Mobula, Junker, Goldfish
Situational: If you get the jump with a good angle, you'll shut em down. If you don't, then the minotaur won't save you. Pyramidion, Galleon
Doesn't work well: Squid and Spire
I say it's situational against the pyra because if you hit it from the side out along its snout, you'll put it into a spin that it won't have recovered from with its rubbish angular acceleration by the time you've reloaded. If it's already charging straight in at you, though, you're not slowing it down and it's harder to shake it off course. If it crosses the arm time barrier, that's the end for the minotaur. The galleon is so heavy that you need a really good hit right out where the balloon meets the bowsprit to really give it pause. It's hard to shake a galleon up enough that it can't reorient arcs on you during your reload cycle.
As far as it being poor against the squid and spire, here's why I think that: Both ships are pretty tightly hunkered up around their centers of mass. The spire is especially hard to knock off facing because it doesn't really have anywhere to shoot that isn't right along its center of mass. The squid, while lighter, isn't terribly long and even a broadside shot is easily compensated for by the pilot, especially with buffed turning engines. If you catch the squid at low throttle, you'll rattle its cage. If you catch a squid at low throttle, though, that squid is either distracted killing something or is doing it wrong.